Fix setting uniforms; chrome-rgba shader works, but lacks alpha blending.

This commit is contained in:
Paul Chote
2010-11-11 00:27:14 +13:00
parent f2a20a182e
commit 518e00c78a
8 changed files with 79 additions and 42 deletions

5
glsl/chrome-rgba.frag Normal file
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@@ -0,0 +1,5 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
}

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@@ -1,8 +1,8 @@
uniform vec2 r1;
uniform vec2 r2; // matrix elements
void main()
{
vec2 p = gl_Vertex.xy*vec2(0.001538462,-0.0025) + vec2(-1,1);
vec2 p = gl_Vertex.xy*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0;
}

6
glsl/chrome-shp.frag Normal file
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@@ -0,0 +1,6 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
}

6
glsl/world-line.frag Normal file
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@@ -0,0 +1,6 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
}

10
glsl/world-shp.frag Normal file
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@@ -0,0 +1,10 @@
uniform sampler2D DiffuseTexture, Palette;
void main()
{
//float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
//float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
//return tex2D(Palette, p);
//st
gl_FragColor = texture2D(Palette,gl_TexCoord[0].xy);
}

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@@ -1,9 +1,9 @@
uniform vec2 Scroll;
uniform vec2 r1;
uniform vec2 r2; // matrix elements
uniform vec2 r1,r2; // matrix elements
void main()
{
vec2 p = (gl_Vertex.xy);
gl_Position = gl_Vertex;
vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0;
}